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Messages - Zavvnao

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1

Thank you. I am sometimes slow with learning these things, but I thin k Ican do that. I just got confused as when I looked in standard files for dwarves, elves, etc, there was no [Grasp] token. how is it they are making dwarves grab things without grasp tokens?

But yes, I could put grasp on a beak or maybe the paws being more dexterous.

[EQUIPS] is the creature token, while [GRASP] is on the body-tokens. Its been a while since i've had to look for the explanation behind those particular ones to refresh my memory.  [EQUIPS] puts them into clothes, earrings, crowns etc and weapons, and will 'enable' them to [GRASP] once you sort out that beak-mouth/paws to hold weapons too.
I forgot to say thank you. I will get to work on this when I can. and hopefully I will have something to share in modding.

2
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.

Is there a way to mod armor size, or do smiths automatically size everything?

(I am going to add in grasping, intelligent, can open doors, and so on.)

Edit, I also need to learn how to set up grasping parts on a body.

Armor auto-sizes to the smith by default (same with clothes), but there is a loose directory of size to fits in the 'details' (its not the best list and its hardcoded)

[GRASP] handles it in body tokens which could be done a couple of ways if you dont just add the arm-parts to the body-structure but then it might be gradually moving them towards beak-dog-men (there's a Creature Variation file setting that does the other animalpeople you could use to speed-do this) or a gorlak like body-structure with out of proportion arms and legs which is a bit more complicated.

Thank you. I am sometimes slow with learning these things, but I thin k Ican do that. I just got confused as when I looked in standard files for dwarves, elves, etc, there was no [Grasp] token. how is it they are making dwarves grab things without grasp tokens?

But yes, I could put grasp on a beak or maybe the paws being more dexterous.

3
I am working on a mod to make every civilization be populated by beak dogs, but don't know what I'd need to change to make armor fit their size.

Is there a way to mod armor size, or do smiths automatically size everything?

(I am going to add in grasping, intelligent, can open doors, and so on.)

Edit, I also need to learn how to set up grasping parts on a body.

4
Mod Releases / Re: [47.05] Dwarvemon Mod v2.1
« on: July 07, 2022, 04:53:00 am »
I am sorry for the necro, but sine I can't pm the mod maker, and its a question specific to this particular mod, I don't have much choice.

If I want to try adventure mode in the mystery dungeon mode, would pokemon stop hatching or being layed from eggs as I wander around? I am not the most experienced with dwarf fortress still, so I don't know how creatures that need nest or incubator things work work outside of world creation.

I am only asking in case I want to start a fortress in a world I might adventure a lot in, and don't want any migrants showing up too old (some pokemon have a very low starting death tick  in the max age token).

5
About the only thing that might be a bit more difficult to pull off is a Federation civ (probably just regular humies with altered personality values and maybe skill gains, plus maybe a rare, female bounty hunter caste with various skill gains and attribute increases as a stand-in for Samus) but thats moreso due to weaponry - I'm sure something could be made using Musket Mod's scripts though.

Still even without them it'd make for a nice creature pack that could be slotted onto anything else.

what is musket's mod's scripts? a modpack for weapons? that is to copy the missiles?

But yes, a creature pack would be fun and doable.

6
I was asking because I did not find one here yet myself, but felt a second opinion might let me get lucky.
Metroid would fit rather well like you said. there is already ways to suck blood out of creatures, so metroids are not that far-fetched for df.

Space pirates are similar to goblins even, with big metroid boss monsters in charge.


(the stuff below this is just pondering and not really important to the idea. just secondary thoughts.)
Even stuff from other mods could be borrowed.
such as how in the mario mod, there is a way to play as one of those bowser/king-koopa-like creatures in adventure mode, which could also apply to ridley.

7
I have not written in this forum for years.

Before I even think about trying, is there a metroid mod already?

I mean off the top of someone's head, as I am not trying to get anyone to search for me.

I just like how detailed the mario mod is, and feel like metroid could be fun also.

8
Mod Releases / Re: [44.12] Dwarvemon Mod v1.5
« on: September 01, 2018, 03:18:12 am »
I did not know that. I thought it meant they'd not talk or it would be like when you gave the Utterances tag to things and they attack each other and everything.

9
Mod Releases / Re: [44.12] Dwarvemon Mod v1.5
« on: August 29, 2018, 06:19:21 pm »
The pmd entity file does not have a translation/language tag. Or am I missing it?

Or do we decide what to use?

10
Mod Releases / Re: Silly Book Titles
« on: August 22, 2018, 05:37:54 pm »
there is a duplication I think you need to be careful and fix (though since it is book titles, duping those like when you dup languages is probably harmelss and and may make it funnier).

it is the part that goes:

We've Made A Drink Out Of [NAME]
We've Made A Drink Out Of [NOUN]


Disregard this, I thought it said two lines with nouns, not a name and a noun, sorry. I only saw that after I copy-pasted an posted.

11
You could probably make a reaction that gives a large stack of ammo for free at will.

what is an idea. Thank you. I also like this fort here.

12
This one. You can't actually make an infinite-ammo gun, however.  All ranged weapons are hardcoded to draw ammo from a quiver.

Thank you. I wonder if I could make an infinite quiver then.

13
I just started reading this. It is awesome and full of Koopas.

Also, what mod adds the ak-47s made of wood? I think it would be fun to make an infinite bullet gun myself. For testing.

14
Mod Releases / Re: [44.12] Dwarvemon Mod v1.431
« on: August 16, 2018, 05:13:43 pm »
I noticed there are three separate entity files. Are they all the same or different? You already have a modified entity document, but what is the difference for the ones listed in the "optional" file? Just seeing.

15
That is not so bad. That is like a two percent chance I think. Or one in fifty. Meaning that I might not get any, or I might get a noticeable amount. It has that dwarfy randomness to it.

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